Experience Points (XP)
1 XP = 2 SP (Skill Points)
Beginning Characters start with 5 SP to create their character.





Every player receives a minimum of 1 XP per game. Additional XP or character bonuses will be granted by the GM based on character/game play.


Doctorin’ Skills

Amputate (1 SP) = allows character to remove limb while keeping the target alive. This can prevent death if a limb has been destroyed or severely poisoned. Required Props: bandages and saw, axe or cutting tool.
Bandaging (1 SP) = stops bleed out. Required Props: some type of cloth or bandages to stop bleeding
Ether (1 SP) = can use Ether to affect characters. Touch, equals 5 minute unconscious, possible shake awake?, doubles Doctor effectiveness Medicine or Surgery during 5 minute ether effect. Required Props: small dose bottle of ether and cloth for application.
First Aid (1 SP) = halves recovery time. Must have Bandaging Skill. Required Props: clean bandages (or pre bloodied for style).
Leeching (1 SP) = Removes poisons or blood related issues, allows HP recovery. Required Props: gummy leech-like creatures placed on skin of poisoned character
Medicine (2 SP) = 5 minutes of work will restore 1 HP to zone tended by Doctor. Must have First Aid Skill. Required Props: bandages and "medicine," salves or ointments.
Surgery (2 SP) = can bring back character from Death if performed within 30 minutes. Must have Medicine Skill. Required Props: fake surgery tools.

Fightin’ Skills

Armor* (1 SP, 2 SP, 3 SP) = Each level armor applies +1, +2 and +3 respectively to the zone covered. Purchasing Armor 1 means that the character can cover each zone with armor. Required Props: armored pieces to represent the protection for each zone. Any zone not covered will not receive the protection of the Armor Skill.

Axe (? SP) =
Bow (1 SP) = can use bow or crossbow
Club (1 SP) = can use club style weapon, not longet than 4 ft.
Derringer (0 SP) = can use any single load/one shot weapon (No cost skill, all characters may have)
Disarm w/Gun (2 SP) = any shot fired and striking the target causes NO damage but causes the target to be disarmed of any weapon. Must have Pistol or other gun skill first. Limitation: can only be used 1x per day. Extra XP spent on this skill allows additional use per day.
Disarm w/Melee (2 SP) = can disarm another character by striking them with melee weapon, NO damage is caused. Must have Sword or other melee weapon skill first. Limitation: can only be used 1x per day. Extra XP spent on this skill allows additional use per day.
Dual Wield (2 SP) = able to use 2 guns or a sword and knife or tomahawk and shield, etc. Must have a Gun or Melee Weapon skill first. Dual weapon skill applies to weapon prior skill purchased only. (i.e. to have Dual Pistols and Dual Melee, the character must first purchase pistol and sword).
Hatchet/Tomahawk (? SP) =
Knife/Dagger (0 SP) = can use knives (less than 12”) (No cost skill, all characters may have)
Pistol (1 SP) = can use handheld firearms
Rifle/Shotgun (1 SP) = can use shouldered firearms
Shield* (1 SP) = can use shield to protect against melee weapons
Spear/Staff (1 SP) = can use pole type weapons, longer than 4 ft
Strength (1 SP) = with this skill melee weapons cause 2 points damage, Blacksmith and Mining skills take ½ time to complete
Sword (1 SP) = can use sword
Toughness (2 SP) = each purchase of this skill gives 1 extra hit point per zone. Limitation: max BP 6 ams and legs, 7 torso.

Learnin’ Skills

Languages (1 SP) = can speak and write in a specific language. Must have Read/Write. Additional languages must be purchased separately.
Lore, General (1 SP) = has a general knowledge of field of study
Lore, Specific (1 SP) = has an extensive knowledge of a specific topic
Read/Write (1 SP) = can read and write in native language
Science! (1 SP) = Character has a general knowledge in the sciences. Must have Read/Write.

Outlaw Skills

Cheatin' Cards (1 SP) =
Forgery (1 SP) = can create fake documents. Documents forged will have an OOG "F" in the lower right corner. This will indicate to other Forgers or the actual creator of the document that the document in hand is a fake. Must have Read/Write.
Lock pick (1 SP) = allows character to pick locks with 60 seconds of effort. Required Props: lockpick-like tools
Lurking (2 SP) = can stealthily hide in shadows. Required Prop: black flag, 12" x 12". Player holds black flag over head. As long as character is in a shadow that covers the player and remains relatively motionless and makes no noise, character will remain hidden from view. Skill does not work at night or on overcast days. Must have a shadow to hide within. Once a character makes a violent action or quick movement, they become immediately visible.
Pickpocket (1 SP) = allows the character to steal in-game items from other characters. The Player must decide a specific pocket, pouch, bag, etc. that they are picking from. The Player may then decide on a specific item they are searching for in that pocket. Pickpocketing is accomplished by the player placing their marked clothespin on the character to be pick-pocketed. Once this is accomplished without the target's knowledge, the Player then surreptitiously informs the GM that they have pick-pocketed the target and their intended pocket. The Player may then indicate the item they were searching for if applicable. The GM will contact the Target regarding the picked pocket. If the specific item was not in the pocket picked, the GM may then remove the first item from the pocket that is reached. The GM will later deliver this item to the Player, thereby keeping the pickpocket's ID confidential. Required Props: clothespin marked with some sort of identifier specific to the player.
Safe Cracking (2 SP) = allows the character to open a locked safe. Any safe will have a card to be read only by the characters with the Safe Cracking skill. The GM will indicate the time required to crack the safe and any combination is applicable to a working lock. Must have Lock pick skill.
Untie (1 SP) = with 30 seconds of effort, the character can untie themselves, if secured by rope. Does not apply to "irons" (handcuffs or shackles).

Trade Skills

Apothecary Skills
Identify potions (1SP) = by taste, smell, or a brief chemical test (difficutly determined by GM) character may discern what type of potion or poison and the effects
Make Potions/Poisons (1 SP) = may create a potion or poison. Each recipe for different types of potions or poisons costs 1 SP. Required Props: The potion or poison itself should be made from a non-harmful liquid or powder. Please keep in mind that there are Players that may have Diabetes or other allergies, so take care in choosing your OOG recipe for potions. Limitation: GM has final approval on types of potions and poisons selected by character. Characters may have only 1 of each type potion created pre-game and may only create one of each type per game day. Each potion container must be labeled with the creation date. All potions must be presented to the GM at game check-in. Must have Identify Potions/Poisons skill.
Make Antidotes (2 SP) = after either sampling the potion/poison, or indentifying the symptoms of the target, the character may attempt to create an antidote. Required Props: The antidote potion/powder itself. Limitations: same as Make Potions/Powders. Must have Make Potions/Powders skill.
Blacksmith (1 SP) = can make or repair swords, knives, metal armor, arrowheads, horseshoes, etc. Has knowledge of the properties and strengths of metals and metallurgy.
Clockwerk/Steampunk Repair (1 SP) = Clockwerk/Steampunk devices have the equivalent of Body Points and can be disabled. This skill allows the character to repair such devices after 5 minutes of concentrated repair effort. Must have Science skill or Blacksmith skill. Prior Science skill will allow the character to also repair any additional tech skill or effect the device can perform, prior Blacksmith skill will only repair the Body Points to the device. Required Props: repair tools.
Clockwerk/Steampunk Engineering (2 SP) = Character can design and build devices/limbs. Skill also allows the character to build special features in the device/limb such as a firearm, metal detector, flame shooter, tranquilizer dart, etc. Character using the device must have the applicable skill to utilize the special feature of the device. Storage compartments do not require an extra skill to build or use, unless locked. Must have Clockwerk/Steampunk Repair skill. Required Props: repair/engineering tools.
Explosives/Mining (2 SP) = characters have the skill of digging/mining and using explosives (i.e. dynamite). Characters can accurately Set & Disarm Explosives for the required task at hand. Required Props: representations of the explosive to be used (sticks of dynamite, barrels of gunpowder, long wires and detonator plunger, etc.). Dynamite damage per stick at: 0' - death, 10' - 2 Hit Points per zone, 20' - 1 pts/zone, 30' - knock down. Any other effects will be given by the GM at the time of detonation. Must have GM present for the use of explosives for fuse time and result. A character using explosives without the skill will either have a fizzle occur or may cause the explosive to detonate on themselves.

Gambling (1 SP) = allows the character play cards to have better odds of winning. Max of 3 SP. Each level (add'l SP) of Gambling allows the player to be dealt an additional card OUT OF CHARACTER that may be used in the card game.
Gem/Ore Appraisal (1 SP) = allows the character to accurately determine the value of any gemstones, ores, metals, etc. for their material substance. This does not work accurately on items such as jewelry which require craftsmanship and detailed work. Required Props: An actual or representation of an eyepiece, magnifying glass or jewelers loop used to examine the gem or ore to be evaluated.
Gunsmith (1 SP) = character can repair broken guns, reload spent cartridges and fine-tune the mecahnics of firearms.
Lasso 1 (1 SP) = allows the character to use a rope to "capture" another character or item. Lassoing character must use both hands on the lasso. A character struck by open rope is lassoed (please no real lasso, this would violate the Physical Role Play Rule). If lassoing character holds on to the Lasso, the captured character may escape after 60 seconds of effort. If the lassoer does not hold the Lasso, the captured character can escape after 30 seconds. Any character with the Untie skill can instantly escape the lasso.
Lasso 2 (1 SP) = Same effect as Lasso 1, however, ALL characters within arm’s length of targeted character are lassoed. Must have Lasso 1 Skill. Must use both hands on lasso. Any character with the Untie skill can instantly escape the lasso, this does not apply to additional characters caught by the lasso.
Leatherworking (1 SP) = Character can tan and cure hides, fabricate and repair leather goods and clothing.

Wilderness Skills

Foraging (1 SP) = the character can locate supplies and items things in the wilderness, such as edible plants, specific mineral deposits, etc. The player indicates to the GM the intended foraging.
Hunting (1 SP) = Similar to Foraging, this skill gives the player knowledge of animals, the ability to gather game in the wilderness, and stalk animals. The skill includes hunting related aspects such as skinning and curing.
Tracking (1 SP) = the character can track animals or persons through the wilderness. (GM input required.)
Traps/Snares (1 SP) = may create a trap or snare. Each style of trap or snare costs 1 SP. Required Props: String or rope or device that appears relatively similar to the style of trap, and a paper plate or similar object at least 8" in diameter with the trap/snare description and game effects on it. When the character disturbs the trap/snare, a small game halt is called in order for the player to read the trap and act accordingly. (i.e. the stereotypical movie rope snare that grabs an animal or character by the ankle and hoists them in the air, should have a rope that is hidden in the ground and slung over a branch. Most of the rope and the marker are covered with leaves.)


Spin a yarn about the West